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Funkin/source/funkin/modding/module/Module.hx

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package funkin.modding.module;
import funkin.modding.IScriptedClass.IPlayStateScriptedClass;
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import funkin.modding.IScriptedClass.IStateChangingScriptedClass;
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import funkin.modding.events.ScriptEvent;
/**
* A module is a scripted class which receives all events without requiring a specific context.
* You may have the module active at all times, or only when another script enables it.
*/
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class Module implements IPlayStateScriptedClass implements IStateChangingScriptedClass
{
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/**
* Whether the module is currently active.
*/
public var active(default, set):Bool = true;
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function set_active(value:Bool):Bool
{
this.active = value;
return value;
}
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public var moduleId(default, null):String = 'UNKNOWN';
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/**
* Determines the order in which modules receive events.
* You can modify this to change the order in which a given module receives events.
*
* Priority 1 is processed before Priority 1000, etc.
*/
public var priority(default, set):Int;
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function set_priority(value:Int):Int
{
this.priority = value;
@:privateAccess
ModuleHandler.reorderModuleCache();
return value;
}
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/**
* Called when the module is initialized.
* It may not be safe to reference other modules here since they may not be loaded yet.
*
* NOTE: To make the module start inactive, call `this.active = false` in the constructor.
*/
public function new(moduleId:String, priority:Int = 1000):Void
{
this.moduleId = moduleId;
this.priority = priority;
}
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public function toString()
{
return 'Module(' + this.moduleId + ')';
}
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// TODO: Half of these aren't actually being called!!!!!!!
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public function onScriptEvent(event:ScriptEvent) {}
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/**
* Called when the module is first created.
* This happens before the title screen appears!
*/
public function onCreate(event:ScriptEvent) {}
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/**
* Called when a module is destroyed.
* This currently only happens when reloading modules with F5.
*/
public function onDestroy(event:ScriptEvent) {}
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public function onUpdate(event:UpdateScriptEvent) {}
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public function onPause(event:PauseScriptEvent) {}
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public function onResume(event:ScriptEvent) {}
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public function onSongStart(event:ScriptEvent) {}
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public function onSongEnd(event:ScriptEvent) {}
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public function onGameOver(event:ScriptEvent) {}
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public function onNoteHit(event:NoteScriptEvent) {}
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public function onNoteMiss(event:NoteScriptEvent) {}
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public function onNoteGhostMiss(event:GhostMissNoteScriptEvent) {}
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public function onStepHit(event:SongTimeScriptEvent) {}
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public function onBeatHit(event:SongTimeScriptEvent) {}
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public function onSongEvent(event:SongEventScriptEvent) {}
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public function onCountdownStart(event:CountdownScriptEvent) {}
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public function onCountdownStep(event:CountdownScriptEvent) {}
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public function onCountdownEnd(event:CountdownScriptEvent) {}
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public function onSongLoaded(event:SongLoadScriptEvent) {}
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public function onStateChangeBegin(event:StateChangeScriptEvent) {}
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public function onStateChangeEnd(event:StateChangeScriptEvent) {}
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public function onSubstateOpenBegin(event:SubStateScriptEvent) {}
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public function onSubstateOpenEnd(event:SubStateScriptEvent) {}
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public function onSubstateCloseBegin(event:SubStateScriptEvent) {}
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public function onSubstateCloseEnd(event:SubStateScriptEvent) {}
public function onSongRetry(event:ScriptEvent) {}
}